Team Fortress 2 Update Released

tf2.com

L13: Stunning Member
Jun 16, 2010
1,146
703
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Added the 'Tomb Raider' tag to the item import tool
  • Added The Kritz or Treat Canteen to the Halloween 2014 Community Bundle
    • Players who previously purchased the bundle have automatically been granted the item
  • Fixed a client crash that could happen while the server was changing maps
  • Fixed the Teleport spell not appearing in Helltower
  • Fixed rare spells appearing in regular Helltower spellbook pick-ups
  • Fixed disguised Spies not displaying the correct health value to enemies
  • Fixed the Engineer not playing the proper response rules while using the Golden Frying Pan
  • Fixed the Sniper getting stuck with a zoomed FOV after taunting while zooming
  • Fixed maps not loading correctly in the SFM tool
  • Fixed a bug in the Workshop import tool related to frame count calculation for taunts that were exported from the SFM tool
  • Fixed the Demoman not riding in the correct bumper car position when holding two-handed melee weapons
  • Disabled auto team-balance while players are in hell on Helltower and Carnival of Carnage
  • Updated bumper cars to deal damage when hitting players not in bumper cars
  • Updated the Necro Smasher so Strange parts and Halloween Spells can be applied to it
  • Updated the equip_region for the Iron Fist
  • Removed the smoke effect from the Tiny Texan
  • Updated the Rescue Ranger so players no longer block its ability to pick-up buildings from a distance
  • Updated sd_doomsday_event
    • Fixed a bug where Merasmus's curses would trigger during the bumper car minigames
    • Fixed players using the tiny-melee-only curse to get outside of the playable area of the map
    • Fixed a bug with the Eureka Effect and with teleporters where players could escape being teleported to the bumper car minigames
    • Reduced duration of the Monoculus spell from 15 seconds to 8 seconds
    • Fixed players being able to construct buildings in the spawn areas
    • Fixed Engineers not being able to build if a Merasmus curse is enabled while they were carrying a building
    • Updated Merasmus's curses to remove all projectiles and sentry gun ammo when teleporting players to the middle of the map


Source: TF2.com
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
Updated Merasmus's curses to remove all projectiles and sentry gun ammo when teleporting players to the middle of the map
Oh hey, look, they fixed it.
People can stop complaining about it.
 

ibex

aa
Sep 1, 2013
308
528
Probably only available by plug-in, but I'd like to see someone create a gamemode where you can toggle in and out of the cart mode/slide
Would basically turn into something like tribes, but it would be interesting to see what people would come up with... I mean even just the limitation of no weapon within cart mode would require some balance, but I'd love to see something like a solider pogoing into a cart slide and go flying off a ramp or even run into someone and deal damage based on his velocity. (Fat scout could even be a thing)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Now there's a bug that makes items disconnect from player models and start flying around by themselves, as well as making items that are still attached to players constantly flicker between their proper position and a spot a few units away.

Fun times.

EDIT: Oh, wait, no, it's the entire player model that keeps looping after they die. And if the player dies, their own items start animating near whoever they're spectating. Possibly all of that on top of the stuff I just described. It'll be hilarious if this turns out to be somehow connected to the infinite taunt bug that they have no idea how to fix and we're stuck with it for months.
 
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LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Probably only available by plug-in, but I'd like to see someone create a gamemode where you can toggle in and out of the cart mode/slide
Would basically turn into something like tribes, but it would be interesting to see what people would come up with... I mean even just the limitation of no weapon within cart mode would require some balance, but I'd love to see something like a solider pogoing into a cart slide and go flying off a ramp or even run into someone and deal damage based on his velocity. (Fat scout could even be a thing)

I wonder if it really does need a plugin... it's all addconds, right? You can set those via trigger.
 

PC's_Frank

L4: Comfortable Member
Aug 29, 2012
178
24
I don't know about you guys, but for me, after this latest update, Hammer is taking an obscenely long time to render maps. Anyone else having that problem?
 

Sheltr

L3: Member
Feb 24, 2011
107
73
With this update my team fortress 2 seems to be stuck in this update loop. when it finishes the download it simply starts again and i can't seem to get it to stop. each 'update' takes 15 minutes. any of you guys got this problem?
 

ibex

aa
Sep 1, 2013
308
528
With this update my team fortress 2 seems to be stuck in this update loop. when it finishes the download it simply starts again and i can't seem to get it to stop. each 'update' takes 15 minutes. any of you guys got this problem?

Very common problem, we all have probably run into a one point before learning it. Just close hammer, let the update finish then you'll probably have to validate your local game files. (Someone can and has explained it much better probably multiple times, but...after the steampipe update we now execute hammer from tf2 folder, so technically the old hammer state/files conflicts with the new update files and steam gets mad.)

edit: to clarify, having hammer open while updating tf2 is causing the problem


AND COMPLETELY UNRELATED EDIT: Since it's addcond is that limited to simple triggers? while it would be interesting having certain parts of the map be tied into the carts, I think it would ultimately limit gameplay. I mean what I was thinking was literally anywhere, the player could press a key (probably just a bind f "say !cart" -- or something to toggle in and out) to get into the cart and slide a ramp and then toggle again to get out and back into regular movement. I think you'd have to internally mess with the speed of the cart as well because it is simply much faster than most anything else.
 
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